I know it's been a while since I've posted anything on this blog, and I apologize. The last six months have been a whirlwind of activity for me. My job still consumes many hours of my day, and my age is preventing me from remaining awake as often as I'd like. Throw in a new World of Warcraft expansion and the fact that I've been DMing again for the first time in 2 years, and you can see where all my time has gone.
However, as it is the holiday season, I find myself bereft of players and with some time off. So, naturally, I have been waxing nostalgic on my favorite game of all time: the Moldvay version of Dungeons & Dragons (c. 1980). Nothing, and I do mean nothing, inspires me more to be a DM than a read-through of any of the classic modules and rulebooks. There is an evocative essence of danger and intrigue in the illustrations and rules used for this game that simply gets me in the mood and reinvigorates my passion for this hobby.
Last night, while watching YouTube videos on Old School Gaming, I started pulling out the old modules from my youth. Chief among these adventures is B2: The Keep on the Borderlands. Penned by Gygax himself as an introductory adventure, this 28-page module contains a wealth of advice, wisdom, and information that one did not even begin to understand until the third reading or more. I remember being puzzled by how I was to run the game - my 10-year-old self was used to boardgames with dice, but nothing so free-form as a D&D adventure! It wasn't until the age of 13 that I began to understand; it would take many more years before I truly appreciated the history of this work. And even now, I marvel at the minutia contained within these pages.
Whole campaigns have begun within the Lawful Keep, poised on a border with encroaching Chaos. The lawless lands surrounding the Keep and the obvious antithesis of the orderly Keep, the Caves of Chaos, display the main themes of the Basic D&D game. These same divisions were carried over into AD&D from its inception as the "new model of gaming." However, Gygax let some elements of AD&D slip into his creation that did not truly exist in the basic version of the game. If Basic D&D was to become the doorway into Advanced D&D, the rulebooks did not particularly show this. But the products released all had similar rule structures and in essence were the same game. What I did not know at the time was that Basic/Expert D&D was nothing more than a cleaned up version of the original D&D game first published 6 years earlier in 1974 but play-tested some time before that! As such, some nuances peculiar to the development of the AD&D game crept into the Basic version and were used to describe monsters and situations in the Keep on the Borderlands module.
Take the cover image above, for example. This beautiful but simple illustration by Jim Roslof epitomized what the D&D game was all about - Lawful or Neutral characters struggling against Chaotic monsters. What I find peculiar is that the action is taking place outdoors, when D&D Basic rules were written for Dungeon adventures. It is obvious that this encounter is taking place outside the Caves of Chaos, perhaps a random encounter on the slopes or the PCs were forced to retreat after losing a numbers of their fellows within and then pursued by the hobgoblins depicted. How do I know they are hobgoblins? By their relative size, reddish faces with blue noses, and martial prowess with arms and armor. But hobgoblin appearance is not explained in OD&D, B/X D&D, or even Holmes Basic rules! The first description we have of these humanoids comes from the AD&D Monster Manual written 3 years earlier in 1977. In fact, the description of the hobgoblins is followed precisely and matches the illustration within the Monster Manual down to the armor worn, facial expression, and the emblem on the helmets! Apparently all hobgoblins have helmets with two winged blades emerging from atop the visor... So what is going on here?
Gygax had cleaned up and embellished the monsters of the game in the Monster Manual in an effort to create a uniform entry for each. By doing so he began the re-write of the game to make it more playable and give the players all the options they had developed up to that point. All the monsters from the original rulebooks and the supplements were included as well as a few new ones dreamed up for publication in the Strategic Review and early DRAGON Magazine. Advanced Dungeons & Dragons had been developed in the remaining two years before the Basic Rules were revamped, so AD&D was fresh in the mind of Gary Gygax when he penned this adventure. Having started several campaigns of his own and doubtless played in others run by his colleagues, he was uniquely qualified to give advice on how to start a new campaign. His introductory explanations of how to run the game were concise, helpful, and inspiring. But you could tell that AD&D had reshaped his thinking of how to construct adventures. No longer was the dungeon the sole focus of the adventure. Now, communities with NPC interaction were part of each adventure he wrote. The Keep is as well defined as it is (even though no names and only sketchy details are provided), because he didn't want anyone running HIS version of the game; he wanted all new DMs to be running THEIR OWN version of the game. Sure, some details had to be provided, but Gygax wanted to hear how others took his bare bones structure and breathed life into it. I'm certain that many campaigns never really got past the first total party wipe in the Caves. But I'm also certain that many campaigns grew out of this humble adventure, giving many players a common ground and a sense of mythic origin that they could all relate to with little explanation.
The cover to the module depicts three adventurers (there could have been a larger group lost during an excursion into the Caves, or perhaps these three adventurers represent the remainder that has leveled and become stronger, returning to the Caves after resting and gaining in strength). This small party seems to consist of a Dwarf (lower left, with sword and shield and studded leather armor kilt), a Fighter (middle background with golden breastplate, mailed legs, and helm armed with spear and shield), and an Elf (right foreground, armed with longbow and sword). These adventurers are being attacked by hobgoblins who appear to be either charging to the attack or pursuing the characters who must now stop to fight. The flowering purple tree off the right edge of the picture gives a striking element that contrasts the dull brown hills in the background. At various locations in the hills one can make out cave-like openings; another dark opening seems to exists just below the straddled legs of the elven archer. Perhaps the adventurers sought to come at the hobgoblin lair from above but were attacked by a returning band of raiders! The hobgoblins, as previously noted, are exactly armed and armored as their species is depicted in the Monster Manual. No description of these humanoids exist in the Basic rulebook except as directly relates to size and combat ability, particularly for the leaders. It is noted, however, that hobgoblins are related to goblins (although bigger and meaner) and that they do not suffer penalties to attack rolls in daylight. This could be why these hobgoblins were selected for this sunny cover image, in contrast to the shadowed ravine below. Only hobgoblins, who were not deterred by bright daylight, could have pursued the characters to the top of this ridge! It is curious to note that the armor types depicted were not present in Basic D&D rules. Basic D&D had only Leather, Chain Mail, and Plate Mail armors. The dwarf is obviously dressed in some form of studded leather kilt with a war harness on his upper body. The elf appears to be dressed in black leather armor with metal bracers and helmet. The fighter appears to be wearing metallic armor, but the type is unusual, perhaps Plate Mail of a sort? The hobgoblins are definitely dressed in scale mail and shield, a type of armor that does not exist in the game, but which perfectly describes their Armor Class of 5 as written in the original rules and carried over into the Monster Manual (which specifically depicts them wearing this armor). As stated before, the hobgoblins are all wearing helms with decorative "horns" or "wing blades" attached above the visor. This could be a militaristic designation of rank, but ALL hobgoblins are depicted with this helm style (which resembles Eastern Asian designs, similar to a samurai helm).
It's pretty obvious from all this information that Gygax saw goblins as Eastern Asian monsters, invaders from a distant land. Later depictions of goblins showed that they were more Mongolian in nature with worgs replacing horses as mounts, while hobgoblins appeared more Japanese. Oriental Ogres (or Ogre Magi, or Oni) were also added to the mix, so there apparently existed some form of Eastern Asian culture in the original game. In contrast, orcs were portrayed as barbaric savages wearing piecemeal armor, hides, and furs. Their pig-like snouts and greenish skin were, by now, so ingrained in the description of the species that they became a bestial representation of humans. Gnolls were also depicted as barbaric savages, but more along the Norse Viking traditions with huge two-handed swords and battle axes along with long bows and pole arms. Although poorly described in early versions of the game, gnolls became hyena-like when the Monster Manual finally described them and this was carried over into the Basic rulebooks of Holmes and Moldvay. Their dubious origin as a magical cross between a gnome and troll is disturbing to say the least. In the Monster Manual their relationship to trolls is evidenced by their lair association and languages known.
Now, this can all be a bit confusing to a young adult trying to learn Basic D&D for the first time. The depictions of the monsters, although wonderfully produced and accurate to a fault, don't really apply to the Basic D&D game. However, as I have pointed out in numerous posts in the past, the Monster Manual was meant to be used with not only the Advanced version of the game, but also represented a cleaner version of the Original D&D monsters, updated and/or revised for current games. Since the AD&D and D&D products were to be produced side-by-side instead of simply upgrading to a new system, this tome was meant to be a resource for BOTH systems. This is clear from the Monster Manual's lack of certain alignments for the monsters and the sheer numbers meant to be used for wargaming encounters. Even the damage listings are overly simplified, allowing one to use a generic damage rating for a monster, or a more specific rating depending on the type of monster involved (those using natural weapons remained the same, while those using weapons could be treated as wargame stats or damage by weapon type as desired).
But monsters and their abilities and representations were not the only thing that Gygax adjusted for D&D, he also used his now 8 years of experience with role-playing to explain the finer points of running a game to a novice DM. First, he had to explain what a DM was and what was expected of one. No other game produced at the time took one player out of the mix and elevated them as master of the environment. The DM was the senses for the players, the disembodied and disinterested voice of description, who was also the voice of all other characters in the game, and the final arbiter of any actions made in the game. Imagine a game of make believe on the playground where one person keeps the game moving forward, coming up with new antagonists and situations to pit the players against, and who settled all arguments by the role of a die. This is what the DM is meant to be: part storyteller, judge, actor, rules lawyer, and narrator all rolled into one. No one understood what that meant at the time; the game was too new and not mainstream enough. If only Gygax had turned to television and/or radio to promote the game by example, the outcome would have been better and there would have been less "Satanic Panic" in the 1980s.
The dark themes of the game are what drew me in initially. Fearsome monsters, magical spells, a medieval setting - these were the things that spurred my imagination as a child. I grew up on a diet of old movies, horror films, and sword & sorcery from a young age. Add to the mix the burgeoning comic book market and science-fiction movie industry and you can guess that D&D was the game for me! There are, of course, heroic elements to the game as well. It's basically a "get rich quick" scheme, but with alignment restrictions. If the game were simply about murdering and pillaging, then classes like the cleric and paladin would never have been created. It was first and foremost an ADVENTURE game, where player characters risked their lives to defeat monsters and win fantastic lost treasures. It is akin to knights questing for the Holy Grail, or archaeologists of a martial bent exploring forgotten ruins to bring back lost artifacts to civilization. Still, there were some whose gaming style led more to the "murder-hobo" method of play, but it was obvious that Gygax preferred the former over the latter. Some new players of the game were emotionally immature (I know I was at the age of 12-13), and it wasn't until reaching emotionally maturity that one could truly run a D&D game the way it is meant to be played. There is no definite age when this occurs - some find that maturity does not always equal emotional maturity. I've seen 15-year-olds run a game like a seasoned veteran of 55, and some adults throw temper tantrums when they don't get what they want or the situation doesn't come out as they like.
The rules themselves were completely new to gaming enthusiasts. This is why the game underwent several revisions in the beginning. But the OD&D game version survived well into the next decade and beyond, and in fact became the basis for the restructuring of the 3rd edition (which dropped the "Advanced" in front of the name). I prefer the original version of the game, but spent most of my time in Advanced Dungeons & Dragons as it was considered more "sophisticated" and followed darker themes involving powerful evil forces controlling the adversaries of the world (demons and devils, to be precise). The gods and forces of evil in the multiverse are not defined in Basic/Expert D&D. The choice to include or exclude such things from the game is up to the DM and his or her players. Removing these things, however, leaves a void that tends to simplify the game too much in my opinion. Then again, the openness of the rules and generic qualities of the game are what make it so strong! One can add as much detail as desired to make the system as rich and complicated as AD&D but without all the confusing issues that system uses. Gygax was able to sum up in just a few paragraphs on page 4 of module B2 "How to be an Effective Dungeon Master." Note, he uses the term "Effective" - not the best or greatest. It is enough to be mediocre and still run a game that players will remember for decades! He stresses that the DM is the information link to the players. He or she must be FAIR above all else, but the players should also be wise and cunning, not lazy and arrogant. The DM must balance the adventure to be a challenge without becoming too difficult to discourage further play. The DM must keep secrets from the players until such time as they have figured it out on their own - the overwhelming desire of the DM for the characters to find the hidden treasures or secret doors in his dungeon must be fought. This can sometimes be harder on the DM than it sounds. A good DM never reveals his secrets, but tempts the players to find their own solutions by their own merit. Here is where a DM really shines, by providing enough information to promote character action without giving anything away. This can backfire, like characters ignoring rooms that the DM meticulously describes or spending hours looking for secret doors where none exist. A good DM nudges the players into the right course of action. If the characters are wasting time on fruitless ventures, wandering monsters might appear or rival NPC parties looking to score an easy haul from a weakened group of adventurers. If the party is stuck, a course of action can be suggested, but should be given as friendly advice from an NPC in town or perhaps a rescued captive in a dungeon or wilderness lair. Neophyte players will make mistakes - some fatal - but these are lessons learned and how one learns to play such games. Repeating the same mistakes over and over will quickly end up with a stable of dead characters who never progress beyond 1st level. Only after some loss will it become evident that a player has learned enough to level his or her character.
Gygax also uses the first few pages of the adventure to explain how to track time in the campaign and why this is important. The division of treasure and computing of experience are also explained, along with good examples of how to do it. Unlike AD&D, Basic/Expert rules give no experience award for magic items - such items assist the characters in the furthering of their adventure and thus are either used up or possibly lost or damaged in the course of play. Thus only non-magical treasures secured in one's possession are considered for experience. Also explained is how retainers (or henchmen) are treated when splitting treasure and awarding XP. Lastly, advice on how to prepare for the use of the module is given - something that is glossed over in later editions of the game. Gygax wanted the DMs to be conversant with the adventure - so reading once through, then giving a 2nd and possibly 3rd reading to fully understand important plot points, methods of attack and defense, and how treasures are hidden/guarded was of vital importance. A suggestion to map out frequently visited buildings was made to give the players a feeling of stability and verisimilitude in the Keep.
Once the DM is familiar with the module he reads the players the Background of the adventure before or after they create their characters. This is a vital concept, since it allows the players to see what they are in for and allows them to prepare among themselves the type of characters they will need for success. If the party is to cross wilderness, they will want to have resources that allow them to do so. They might, therefore, pool some money and purchase a mule to haul supplies and treasures back and forth, perhaps also taking on retainers and outfitting them as well. Knowing that they are facing the forces of Chaos might dissuade some from taking that alignment. Obviously, clerics will not have healing in the beginning, but if they survive long enough, might be able to cure the wounds of their party members! Magic-users are weak and will need to be protected. The number of players might dictate the types of characters to go on the adventure - a party of thieves and magic-users will not do well, while a party with a number of fighters, dwarves, elves, and clerics will do better. It is best to balance abilities and make sure that the party can handle anything thrown their way. The sample characters in the rear of the module can also be used to supplement the PCs as NPC adventurers, or used by the players if they lose their initial characters. There are 20 characters provided - 35% are fighters, 15% are thieves, 15% are clerics, 5% magic-users, and 10% each are elves, dwarves, and halflings. Thus, out of a list of 20, only 1 is a magic-user! The stats show the randomness of 3d6 used for ability scores, and the random personality traits are fine for NPCs but are not for use by PCs.
A section on "Tips to the Players" in the back of the module stresses that the players should be organized and cooperative. This is vital for new players to understand the game and how it is played. It is hard enough to learn a new way of playing a game without having to deal with belligerent players and divisive characters. Players should know their characters' abilities and be able to find the information needed quickly when asked. For this reason, character sheets were developed to keep all the information in similar locations, preventing having to search through scribbled notes on looseleaf in the middle of a tense round of combat. Again, arguments between characters of different outlooks, alignments, and classes will cause delays in the game, attract wandering monsters, and often results in the death of some or all of the members of a party. More importantly, cooperation should also be extended to the DM who is graciously running this adventure for all involved. Decisions made by the DM are final; disagreements should be heard, but once a decision is made, move on and calmly accept the decision. Planning is also important - player characters should be well-equipped, with minimal duplication of items unless necessary. No characters should be over-burdened or under-equipped. This may mean sharing the costs of some items vital for the party's success. Planning also involves deciding where to explore next and what spells should be prepared to face such opponents. Caution should be followed as part of planning - rushing in to the unknown is a recipe for disaster. Danger should be expected around every corner, and sometimes from within the party itself! Lying and trickery are not unknown, and some monsters excel at subterfuge and misdirection. Caution allows many tricks and traps to be avoided and may save a character's life. Too much caution is as dangerous as too little, so stay moderately cautious to keep the characters safe and the game on track. Players must think for themselves during an adventure - this is part of the excitement and fun of tackling problems in the dungeon. What is more satisfying - rolling a die to solve a puzzle, or figuring out the solution as a group and then putting thoughts into action?
The meat of the adventure is more than what I wanted to get into with this article. Suffice to say that Gygax's vision of sword & sorcery adventuring is precisely what drew me to the game initially, and what keeps me coming back time and time again. His descriptions, especially of the Chapel of Evil Chaos, show that his views of the game as being not so different from AD&D were justified (there is no chaotic evil alignment or demons in the game, but he uses these nonetheless to describe what is happening here). The open ended nature, lack of names, and lack of historical reference means that the Keep and the Caves can be located in any campaign setting using traditional environments and rules. One could find this place in Greyhawk, the Forgotten Realms, Blackmoor, the Wilderlands, or even their own home-brewed campaign setting. The details are to be created by the DM to make the campaign his or her own. This, more than anything, is what endears this module to first-time players and DMs alike!